Warcaster Level Proficiency Focus Points Cantrips Known Maximum Spell Level 1 +2 2 2 1 2 +2 2 2 1 3 +2 3 2 2 4 +2 3 3 2 5 +3 4 3 3 6 +3 4 3 3 7 +3 4 3 4 8 +3 5 3 4 9 +4 5 3 5 10 +4 5 4 5 11 +4 5 4 5 12 +4 6 4 5 13 +5 6 4 5 14 +5 6 4 5 15 +5 6 4 5 16 +5 7 4 5 17 +6 7 4 5 18 +6 7 4 5 19 +6 8 4 5 20 +6 9 4 5 Class Features As a warcaster, you gain the following class features. HIT POINTS Hit Dice: 1d8 per warcaster level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warcaster level after 1st Proficiencies Armor: Light armor, warcaster armor Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords Tools: None Saving Throws: Constitution, Intelligence Skills: Choose two from Arcana, Athletics, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mechanikal simple melee weapon or (b) a mechanikal pistol with 15 rounds of ammunition (a) two daggers or (b) any simple weapon (a) a soldier’s pack or (b) an explorer’s pack Light warcaster armor Your choice of mechanikal weapon includes the housing of the chosen weapon, comes with runeplates inscribed with the Bond rune, and is powered by an alchemical capacitor. This item begins the game bonded to you. Bond Starting at 1st level, you discover an innate ability to mentally contact and control steamjack cortexes. Your intuitive connection to the arcane also enables you to bond with other mechanikal devices, thereby providing vessels for your channeled power. You can attune to a mechanikal weapon or suit of warcaster armor as if attuning to a magic item by spending an action in physical contact with the item, rather than a short rest. You must still follow the normal rules of attunement for magic items of other types. Warcaster Magic You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika. Cantrips At 1st level, you know two cantrips of your choice from the warcaster spell list. You learn additional warcaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warcaster table. Focus Points Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell’s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.
Preparing Spells You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what’s shown in the Warcaster table’s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your warcaster spells, since your spells are powered by the complex formulae you keep foremost in your mind. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC of a warcaster spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Control Range Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it. Control range = your maximum focus points × 10 feet Spellcasting Focus You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells. Focus Manipulation At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. Once per round, you can spend focus points for one of the following effects: Attack Bonus. You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage. Damage Bonus. When you hit with an attack made with bonded mechanikal weapon, you can spend up to 3 focus points to deal an extra 1d8 weapon damage per point spent. Reduce Damage. If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by 5. Shake It Off. At the start of your turn, if you are suffering from a condition or effect that can be ended with a successful saving throw, you can spend 1 focus point per condition/effect to end it. Steamjack Bond When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat immediately after yours, but you determine its actions and decisions (no action needed). If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert. If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack’s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action. Focus Allocation As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex. During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your campaign uses the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Focus Manipulation: Additional Attack Starting at 5th level you gain an additional Focus Manipulation option: Additional Attack. You can spend 1 focus point to make an additional weapon attack with a bonded mechanikal weapon on your turn. Power Up Starting at 5th level, at the start of your turn, one bonded steamjack and in your control range gains 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from Power Up cannot exceed the maximum focus of the steamjacks cortex. Direct Control Starting at 11th level, on your turn, you can take direct control of one bonded steamjack and in your control range. You see through the steamjack’s eyes and control its actions directly. While you are in direct control of a steamjack, it uses your proficiency bonus for attacks (if it is higher) and gains the benefit of any feats and class features you possess. You can cast spells that require a bonus action to cast while in direct control of a steamjack, but you—not the steamjack—are still considered the point of origin for the spell, and the spell’s line of sight and range are determined by your position, not the steamjack’s. You remain in direct control of a steamjack as long as you concentrate (as if concentrating on a spell), or until either the steamjack leaves your control range or you choose to end your control. Refined Focus Starting at 11th level, you can use Focus Manipulation each round an additional number of times equal to your Intelligence modifier (minimum 1) instead of once. Additionally, you may spend focus points for multiple effects as part of the same action, such as using both the Attack Bonus and Damage Bonus effects on a single attack. Battlegroup Starting at 15th level, when you use Power Up, it affects a number of steamjacks equal to your Intelligence modifier instead of just one (a minimum of two). Focus Recovery At 17th level, when you roll initiative or start your turn during a combat encounter, you regain 5 focus points if you have 0 focus points left. Iron Aggression At 20th level, you can use a bonus action to grant yourself and steamjacks you are bonded with the following effects until the start of your next turn: You gain resistance to all damage. You make attack rolls with advantage. Your weapon attacks count as magical and do 1d8 extra weapon damage. You can do this once until you have finished a long rest, unless you spend 4 focus points to activate it again. Warcaster Traditions Arcanist Your ability to augment your spellcasting with focus allows you to master the arcane like few others can. Although you bond with steamjacks as other warcasters do, you use these constructs more as watchful sentinels that shield you while you work devastating magic upon your foes. Bonus Cantrip When you choose this tradition at 1st level, you learn one additional warcaster cantrip of your choice. Sharper Focus Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1. Spell Manipulation Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects: Enhanced Concentration. When you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to spend 1 focus point to succeed instead. Enhanced Damage. When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls. Enhanced Range. When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.
Arcane Mastery Starting at 10th level, choose one 5th-level spell from the warcaster spell list as your signature spell. You can cast your signature spell once without expending focus points. Once you use this feature, you must finish a long rest before you can use it again. Spell Resistance Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against spell damage. Arcane Dominance Starting at 18th level, you can fuel the destructive capabilities of your magic with an abundance of focus. When you cast a spell of 1st to 5th level that deals damage, you can spend focus points to ignore the damage resistance of creatures affected by the spell. You ignore one type of resistance per focus point spent. Controller You focus on augmenting the might of the steam-powered constructs that fight by your side. The close bonds you forge with these mechanikal beings lead you to devote your spellcasting to protecting them and maximizing their terrible power. Bonus Proficiencies At 1st level, you gain proficiency with a mechanik’s toolkit. Patch Up At 1st level, you can make minor repairs to a bonded steamjack. When you finish a long rest, you can restore a number of hit points equal to your Intelligence modifier (minimum 1) to a bonded steamjack and in your control range. You must have access to a mechanik’s toolkit to make these repairs. Bond When you choose this tradition at 1st level, you refine your ability to bond with steamjacks. You can choose to replace your bond with a mechanikal weapon with a steamjack bond, which works as described in the Steamjack Bond feature. Bonding with that steamjack does not count toward the total number of items you can be attuned with. When you gain a level in this class, you can choose a new steamjack to bond to. If you do so, the bond with your previously bonded steamjack is severed. Clapped-Out Steamjack When you choose this tradition at 1st level, you gain control of a broken-down steamjack made of salvaged components, junkyard scrap, and bolted-on plates. This steamjack is much smaller than a normal laborjack due to missing hull plating,ersatz replacement components, and other workarounds. The clapped-out steamjack does not come with weapons or equipment and has a Ferrum-grade cortex. Focus Manipulation: Steamjack Attack Starting at 6th level, a bonded steamjack within your control range can attack twice, instead of once, whenever it takes the Attack action on its turn. Additionally, your bonded steamjacks gain access to Focus Manipulation: Additional Attack. Overpower Starting at 10th level, you can direct a surge of arcane power to your steamjacks. When a steamjack gains focus from your Power Up feature, you can increase the amount of focus it receives to 2. You must finish a long rest before you can use this feature again. Field Marshal Starting at 14th level, you can spend 1 focus point to grant one of the following benefits to all bonded steamjacks that are under your control and in your control range. This benefitlasts until the start of your next turn. Aggressive. As a bonus action, the steamjack can move up to its speed toward a hostile creature that it can see. Flank. When the steamjack makes a melee attack against a hostile creature within reach of a friendly creature, the steamjack gains a +2 bonus to the attack roll and scores a critical hit on a roll of 19 or 20. Unyielding. Melee attacks against the steamjack are made with disadvantage. United Battlegroup Starting at 18th level, when you cast a spell with a range of self, you can spend 1 additional focus point while casting the spell to have it affect all bonded steamjacks that are currently under your control and in your control range. Soldier You relish being in the thick of battle, and you direct your efforts toward mastering the battlefield. Although you augment your combat abilities with the use of spells and the support of steamjacks as needed, your primary focus is on increasing your skill at arms and expending your focus to cut down great numbers of your foes. Bonus Proficiencies At 1st level, you gain proficiency with martial weapons, martial firearms, and shields.
Bond When you choose this tradition at 1st level, you refine your ability to bond with mechanikal weapons and armor. Choose one mechanikal weapon or suit of warcaster armor in your possession that you are proficient with. You bond to that item. Bonding with that item does not count to the total number of items you can be attuned with. When you gain a level in this class, you can replace your bonded item with another mechanikal weapon or suit of warcaster armor. Extra Attack Starting at 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Revitalizing Focus Starting at 10th level, you can draw on your focus to replenish your strength and stamina. On your turn, you can use a bonus action and spend 1 focus point to gain temporary hit points equal to 1d10 + your warcaster level. Once you use this feature, you must finish a long rest before you can use it again. Focus Fueled Starting at 14th level, you gain the ability to further augment your attacks with your focus. As a bonus action, you can expend 1 focus point to grant one mechanikal weapon you touch a bonus when you attack with it. While affected by this bonus, the weapon scores a critical hit on a roll of 19 or 20. This bonus lasts for 1 minute or until you use it again. Vengeance Strike Starting at 18th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.